Pulse
case studyapp concept

Pulse

year
2023
context
MA Interaction Design, NCAD Dublin
role
Research, concept, UI, prototype
status
Prototyped and tested. Never built.
A hand in an orange raincoat holding a phone showing the Pulse map, in a snowy city street at night.
01 · the idea

Pulse turns exploring a city into a game.

It's there to get you out walking and finding places for yourself, instead of following mainstream routes, or losing an hour to Google Maps reviews before you set foot out the door.

serendipity

/ˌsɛr.ənˈdɪp.ɪ.ti/noun

the faculty of making happy and unexpected discoveries by accident.

Coined by Horace Walpole in a 1754 letter, after The Three Princes of Serendip, whose heroes were “always making discoveries, by accidents and sagacity, of things which they were not in quest of.”

In 2022 I moved to Dublin to study Interaction Design. I'd never been, and didn't really know anything about the city. So I did the simple thing, started walking, and got lost. Only to end up in a small pub with the best Irish breakfast I've ever had.

That's the feeling I wanted to build on purpose: Serendipity. Plenty of apps will tell you where to go, or which brunch spot is the coolest right now. I wanted one that makes you want to find out for yourself. Because what does “cool” even mean to you, personally?

Right in that sits the actual design challenge. Serendipity is by definition what you cannot plan. So how do you design for it on purpose?

This idea became my MA thesis.

02 · the research

Three cities, one day each, on foot.

It started with a survey, which told me almost exactly what I expected to hear. So instead, I went on a trip, spent a full day walking in three cities, and paid attention to what actually got in the way.

Kind of what you'd expect

As with most projects, I started with a survey. I was living in student accommodation with people from 11 countries, ages 17 to 75, so the sample lived down the hall. Around 60 people answered questions about travel habits, what frustrates them, what they wish existed. Most answers circled the same wish: less mainstream, more personal, not the typical tourist experience.

~60responses
11nationalities
17 to 75ages

Surveys are pretty good at confirming assumptions. I needed something that would actually surprise me.

A leafy Hamburg street with a yellow apartment building and a pavement cafe, seen from a train window over an iron bridge railing.
Hamburg, day one. The trip's rule: plan the day the way people actually do, and write down where it breaks.

Scrolling before walking

Hamburg. A city I've been to before, seen through a completely different lens this time. My immediate instinct: open Google Maps, find breakfast. I caught myself scrolling through options for way too long before I'd even left the apartment. Exactly the opposite of what I want to happen.

how might we

get people to stop scrolling and start exploring outside?

Nobody optimises for scenic

Most of the day went to walking. At some point I was looking for nice spots for photos, a park or a quiet street with interesting architecture, but every navigation app just wants to get you from A to B as fast as possible. I ended up next to traffic when there was probably a beautiful side street two blocks over.

how might we

recommend more interesting routes over faster ones?

The scope problem

Getting around I used the local HVV transport app, which was actually quite nice. But it made me wonder: this works here, what about everywhere else? Every city has its own transport app with its own quirks. If I'm designing something that's supposed to work across cities, how do I deal with that?

how might we

account for transportation and routing across different cities?

A narrow cobbled Brussels lane lined with restaurant tables under pink umbrellas, with hanging plants and festoon lights overhead.
Brussels, day two. First time in the city, which was the point: starting from the same place as the users.

Meeting other travellers

My first time in Brussels. I arrived in the evening and went out for a beer at a nearby bar. Good chats with locals, but it would have been nice to also connect with other travellers. People in the same situation as me, exploring a city they don't know yet.

how might we

help travellers meet and connect with each other?

A day planned by AI

I let ChatGPT plan an entire day. Twenty questions about my preferences, then a full itinerary. It went fine, but the recommendations felt generic, and the plan fell apart the moment I didn't feel like following it anymore. City trips are inherently unplanned. A fixed itinerary, no matter how personalised, fights against that.

how might we

suggest different plans for different interests, with optional rather than fixed recommendations?

Things with no pin

All over the city I kept noticing stuff that had no information on Google Maps but piqued my interest anyway. What's this statue about? That's a weird looking building. Impressions and questions that only arise when you look up from your phone.

how might we

give users information about interesting things along their way?

Designed to be put away

If people miss these things because they're looking at their screen, then maybe the app shouldn't be something you stare at. Maybe the most valuable thing it could do is give you a reason to put your phone away and actually look around, and then reward you for exactly that.

how might we

encourage real-world attention instead of screen time?

A sunny Manchester street looking toward Victorian sandstone buildings and a glass tower, with a man crossing the road.
Manchester, day three. By now the same problems kept coming up, so the attention shifted to how a full day in a city actually flows.

Fog of War, but real

By Manchester I'd been walking for three days straight, and after a few hours I was losing track of which areas I'd already seen. It reminded me of the Fog of War in strategy games, where the map stays hidden until you physically explore it. That's what I wanted: an overview of where I've been, so I can take different turns and find streets I haven't walked yet.

how might we

help users keep track of where they've been and what they haven't explored yet?

Steps with no payoff

Once I started thinking along those lines, the gamification angle clicked. But I'd inevitably walked some of the same streets twice, and it felt like dead time. At least I was getting my steps in. It would be nice if that counted for something too.

how might we

make every trip outside feel worthwhile, even when you're retracing your steps?

A notebook full of observations, and a set of problems that felt real.

03 · the concept

Every mechanic answers a question.

The trip came home as a pile of rough ideas. Weaving them into one game meant a quiet base to build on, mechanics borrowed from games people already love, and a reason to come back at every timescale.

Gamification as the way to go

Gamification is literally the way to go here: walking earns you something, more interesting streets are worth more than faster ones, and noticing your environment along the way rewards you the most.

The Pulse map on an iPhone: a Restaurants filter pill, grey locked restaurant pins, one unlocked orange pin at the user's position by the Liffey, discovery dots along the streets, the level 6 avatar ring, and alert, menu and camera buttons.
The base map: dots, locked pins, an unlocked one, and the camera always one tap away.

The map does the recommending

The map itself stays quiet so its markers can speak. Big Discovery Dots mark exceptionally sight-worthy streets, small ones line the streets you haven't walked yet, and location markers keep their details locked until you actually go there. Set a filter and the bar or art districts reveal themselves. Unlocked markers stay unlocked, so a well-explored neighbourhood looks visibly different from an untouched one. There's no fog of war. I thought these two features were enough.

answersmore interesting routesstop scrolling, start exploringwhere you've been
The Storylines sheet on an iPhone, from an earlier design pass: a Sightseeing questline with Visit the Guinness Store House as the next stop, a hidden stop shown as question marks, Visit the Dublin Spire completed and checked, and reward badges for a chest and XP.
The Sightseeing questline, from an earlier pass: one stop done, the next revealed, the one after hidden until you arrive.

Guidance without an itinerary

Questlines are the answer to the itinerary problem. A themed line of stops, like Sightseeing, gives you a first goal in a new city and a reason to start walking. The next stop stays hidden until you arrive, and the rest of the game kicks in along the way. A holding hand, not a schedule.

answersoptional plans, not itineraries

What the game pays in

Pulse pays in three currencies: XP that levels you up, usable items that grant bonuses, and chests that hold both. Every mechanic pays into the same pool, and a questline shows its rewards up front.

The Pulse quick menu over the blurred map: the step ring at 5.267 of 8.000 with a chest icon at its centre, an idle waypoint arrow reading Not active, and the sub-pages - Achievements, Leaderboard, Collections, Items, Friends, Settings, F.A.Q.
The quick menu: the step ring on its way to the chest, and the waypoint idle.

Steps that always count

The step counter came straight out of Manchester and “at least I'm getting my steps in”. Every walk earns progress, even one that retraces your own streets: 8.000 steps fill the ring, and the ring pays out.

answersretraced steps that count

A direction, not directions

Set a waypoint and the map strips down to an arrow pointing at it. No route, no turn-by-turn. You pick the streets yourself and the arrow just keeps you oriented, which leaves your eyes free for the city instead of a blue line.

The AR lens on an iPhone: the camera view fills the screen, a Dublin street with the old Guinness gate, and an orange gem badge marking a discovered Hidden Sight, with a close button in the corner.
The lens raised at the old Guinness gate: the street stays the view, the gem marks the find.

The lens you learn to raise

Hidden Sights are the layer beyond the markers: the statue with no pin, the building that makes you stop. They never appear on the map. Raise the camera at whatever caught your eye, and if it's one of them, the card tells you what you're looking at and pays you for noticing. The phone earns its place by pointing at the world instead of replacing it, and the biggest rewards go to attention, not distance.

answersreal-world attentionthe things with no pin
An earlier iteration of the crate drop on an iPhone: a modal over the map announcing A Crate just dropped nearby, 200m away and available for 20 minutes, with a Set Waypoint button and a Not now link.
A crate drop, from an earlier design pass: 200 metres away, live for twenty minutes, one tap to set the waypoint.

Strangers, by design

Crates drop somewhere nearby and pull whoever's around toward the same corner, and arriving as a group pays a bonus. That's the whole social layer, and deliberately so: there is no chat. Avatars carry no real names, ages or photos, partly because of moderation, and mostly because a game about going outside shouldn't hand you a reason to stay in.

answersmeeting other travellers

What Pulse deliberately doesn't do

Transport is the one research question the concept answers with a no. Pulse is about walking; that's the point of the app, not a gap in it. And transit recommendations across arbitrary cities can't be made reliably good, while dedicated apps already do exactly that. So Pulse doesn't try.

answerstransport across cities
The NYC Visitor achievement card: take 10.000 steps in New York City, progress 6.013 of 10.000, with an apple icon.
The reworked achievement card. Only a lot of walking fills it.

Three loops, three timescales

Engagement runs on three loops. The short one pays inside every walk: steps fill the ring, dots and finds add up, and items spend themselves in the moment, like an umbrella that doubles XP while it rains. The medium one builds over days and weeks, as XP turns into levels and the collection grows. The long one runs over months: achievements like taking 10.000 steps in New York City. All three point the same way. Progress only ever comes from walking somewhere and paying attention, so staying engaged and exploring more are the same thing.

The game exists to make the walk worth taking.

04 · the design

Simple, playful, and built for walking.

The visual language runs on three principles, and everything in it, the softness, the type, the colour, is one of them being applied.

A die-cut sticker of an eight-point orange bang on a white sticker border.

Simple, but not boring

The interface has to be intuitive for a wide range of people, and it should stay out of the way most of the time. So the visual language strips down to the basics: neutral backgrounds, dark text, plenty of whitespace, one accent colour carrying almost everything else. The personality lives in small details instead: slightly chunky type, rounded corners on almost every surface, and micro-animations that stay subtle.

A die-cut sticker of a smiling orange speech bubble on a white sticker border.

Playful, but not childish

The game side gives the design room to be expressive, but the people using it are mostly adults exploring real cities, so the playfulness needs boundaries. The typography has approachable character without being cartoonish, animations move on simple easing curves rather than springy bounces, and the icons read as friendly without trying to be too cute.

A die-cut sticker of an orange walking figure mid-stride, on a white sticker border.

Designed for walking

Most app design imagines someone sitting still and paying attention. Pulse has to work in every other situation: one-handed, at a walking pace, in bright outdoor light, in quick glances. That means big touch targets, high colour contrast, important actions placed where a thumb can reach them, and information that arrives in small chunks you can take in quickly.

Nunito

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A live specimen, set in Nunito.

Nunito, and icons to match

The typeface is Nunito, a sans with slightly rounded letterforms: friendly without overdoing it, easy to read at small sizes and on the move, and its rounded curves echo the rounded corners used throughout the interface. Type sizes step up in clear intervals so the hierarchy stays scannable. The icons come from FontAwesome, which pairs well with Nunito, both share that slightly chunky, approachable character, and a single icon library keeps everything consistent without designing custom icons for every feature.

accent#FDA623accent dark#CA7A02text#2B2A28surface#EEEEEEbackground#F8F8F8
One accent in two weights, and the greyscale that carries everything else.

A palette around one accent

With the principles in mind, the palette is built around a single accent. Orange does almost all the visible work: active states, important actions, anything that needs to draw attention. Everything else stays neutral, with the greyscale handling text, borders, and surfaces. The accent itself comes in two variations, a bright primary for fills and larger elements, and a darker version for text and small details, where the bright orange wouldn't have enough contrast on a light background.

The reworked avatar in its XP ring at level 6, with a +100 XP chip beside it.
The avatar ring: soft surfaces, raised where it matters.

Soft surfaces, obvious buttons

The pattern binding it all is a restrained neumorphism: conscious shadows, slight gradients, rounded forms that make elements feel tangible. It fits all three principles at once. Surfaces stay clean and uncluttered, the soft shadows and tactile feel add personality without getting loud, and slightly raised buttons make anything pressable obvious at a glance, even mid-walk.

Three principles, on every screen.

05 · the problems

What broke along the way.

Some problems turned up while the concept was being built. The rest surfaced when the prototype got into other hands, on the street, mid-walk.

commonuncommonrareepiclegendary
The rarity ladder, with the one animated tier.

The rarest colour was already taken

Building the rarity ladder ran into the colour system. Orange is spent on attention: active states, important actions, the things that should catch your eye, and everything else stays greyscale. But the conventional colour for legendary loot is also orange, so the rarest items would have looked like ordinary UI. The way out: Legendary went golden, a warm gradient with an animated sparkle that nothing else in the app gets. The sparkle, not the colour, is what makes the tier read as special.

The Superior Umbrella card, an Epic Item: +100% XP while it's raining, for 60 minutes.
The Superior Umbrella: the bonus that makes rain playable.

Rain shouldn't end the game

Weather was a motivation problem before it was a feature. A walking game dies if bad weather feels like a locked door, so the item system turns the conditions into a bonus: weather-bound items, like an umbrella that doubles XP while it rains, make a rainy day worth playing instead of something to wait out.

Three friends, on foot

The test matched the app. Three friends walked the city with a Figma prototype on an iPhone in their hand, while I walked along and handed them physical cards for the special content the app would have shown on the way: item drops, hidden sights, rewards. Paper prototyping, at walking pace.

3testers, on foot
Figmaprototype in hand
paper cardsspecial content

Nobody knew when to use the lens

The AR lens was the feature testers understood last: nothing told them when pointing the camera at something would pay off. The fix teaches the instinct in place. A nudge fires when a hidden sight is nearby, so checking the unusual becomes a habit. And because push notifications are the most phone thing you can add to an app built against staring at phones, they remove themselves: as your level grows, the nudges fade out. A tutorial that knows when to leave.

The condition nobody could check

An item promising more XP while it's windy sets a condition the player can't verify. Is it windy enough? Is the bonus live right now? Testers couldn't tell, and the game gave them no way to find out. The answer is a weather indicator that surfaces the current state in the UI. It never made it into the prototype, but it's the fix the next iteration would start with.

The best fix was the one that removes itself.

06 · the assessment

What the method bought, and what it cost.

The same instinct runs through the whole project: go deep, in person, on foot. It built the concept, and it left one blind spot.

What walking bought

Every real question on this page came from living the problem. The survey said what surveys say; the three days of walking produced the discovery dots, the questlines, the lens, the loops. Depth over breadth was the right instinct, and the concept is built from what it found.

The same instinct, cutting thin

The testing inherited that instinct. The prototype went to three friends, in deep sessions with a tiny sample, and that's how the lens's comprehension problem stayed hidden as long as it did. A bigger, more diverse group would have surfaced it earlier. The method's strength and its blind spot were the same choice, and knowing that is what the next project keeps.

The strength and the blind spot were the same choice.

portrait only